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aegisknight

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  1. update: in the late 20's onward, ammo supply is going to become a problem. However, I found that if you herd the zombies together on the alpha pad and the launch site, you will still get to "max spawn", so you will have enough time to run between the two points and repeat the cycle. The MPk5 is between the two, so grabbing that could solve your problems. If you don't pap it, you can rack up a ton of points. This might not be a bad idea because I've found that you don't quite make the 4.5k necessary to buy ammo for it each time, and so you'll be operating at a loss.
  2. So far, I've found 3 pretty solid places to hang out, a 4th that isn't quite as good but can still get the job done. SOLO: Immediately buy the M14, slash around the 1st room until round 3. Open the outside, go to the 1st lunar pad place and collect points until I have about 7000 (don't remember the exact number). On the pad, run in slow circles, I've been able to collect the maximum spawn number of zombies fairly quickly and just cap them at my leisure. As soon as I have enough points, run all the way up to Speed Cola room and buy the Sickle. Then collect 3,500 more points, turn on the power and buy juggernog. Continue hanging out on the 1st pad until monkeys come, cut 'em up with the knife (waiting in 'nog room). Once they're dead, start playing the box until I win HK or RPK, with an assault rifle as the primary. Keep doing the same pad strategy. This alone is a solid strategy, but I also like to pick up Speed Cola, Quick Revive, and Stamin-Up whenever I have time, open up the other doors and launch the rocket, and keep playing the box until I get the other Machine Gun and the Gershk (?) device. Once the rocket has launched, I go to the launch pad and instead run circles around that room (I think there's a bit more space). Once both machine guns run out of ammo, I throw a "device", and Pack-A-Punch one of them (not both, I'm always just waiting for a Max Ammo). If both run out, I can always just wait until I have the max spawn, then just run out of the area to find the box/wall guns. MULTIPLAYER: Buy the M14 right away, hang out in the 1st room until everyone is ready to move. Regardless of the path the team chooses, try to get outside and to the same pad as before ASAP, repeat strategy up to Sickle. Now depends on what your team wants to do: in addition to the 1st lunar pad area and the inside of the rocket, the area with a lunar pad past Stamin-up is also a great place to run circles. Preferably, the team splits in half, with one group (2 or 3) at the 1st pad and the others (1 or 2) at the other pad. This way, if one team goes down, they can crawl onto the pad to be revived by the others (doesn't work as well if the pad isn't with the downed team, but it works at least 1/2 the time) These strategies aren't very complicated, but they sure do work. What do you guys do?
  3. the van/bus outside kino is a style that didnt appear until the late 50's/60's, and the m16 wasn't in service until 1961
  4. that was actually built and tested, it used basically the same science as the Nazi Bell (aka the Nazi UFO). The science is there, but the American one's powerplant just didn't provide enough juice to get it more than a few feet off the ground (where it would indeed hover). The Nazi one was allegedly much more powerful, but the radiation it gave off killed everything near it, so it wasn't usable (there were rumors of the original Nazi bell being captured by the Americans and actually flight-tested, with this prototype in the image above being an updated model). Of course most of the records of the project are sealed, so nobody knows if the technology has advanced since. I've also seen things saying that the fields produced by it could theoretically bend space-time of amped up enough, which would "teleport" you, but I think that was just a rumor. Actual space-time manipulation physics have put the energy level required to be roughly that of turning the entire mass of Jupiter into energy. Somebody else mentioned the Nazi flying wing bomber and the new American Flying Wing unmanned aircraft: that is something entirely different. The flying wing is actually just more aerodynamically stable, and it is perfect for a long-range bomber due to its low drag, high capacity, and general stability. Other advantages to the Flying Wing is that its surface can be played with to turn them "stealth", when it appears on radar, it shows up (on older aircraft) as an extremely small plane, or (on new aircraft) not at all. This is because it is configured to either completely absorb or refract radar beams, so the equipment used to detect only gets a much smaller profile of what they are actually seeing. So the drones with this shape would be able to carry a larger payload than current models, but carry it for longer distances, higher altitudes, and harder to spot by the enemy.
  5. I do find it weird that on the leaderboards, my rank for level was roughly 3x higher than it was for score. So it makes me think that there are a TON of people who joined games and stuck around, dying at the beginning of every round and letting fantastic teammates pick up the slack, or people cheat to high levels but don't bother to rack up score. I don't blame them for not caring so much for the zombie problems atm, the regular multiplayer is many times more important to keep running well for the overall well-being of the game. Once that is fully stable, there will be plenty of time to focus on making the zombies the best it can be. But unless they do, the whole game will suffer, which isn't something I would like to see
  6. what I found with the theater is that the places where you turn and shoot, and the tight spaces where you can get realistically trapped are extremely close together. There just isn't time to switch to your cannon and back to your m16 effectively to make sure you don't get cornered. The whole point of the rotation I use is to make sure that in the specific places you turn to shoot, there is enough room to move around a little bit, you can't get taken from all sides. So when you turn to move, you can always have a safe clear path (because of the cannon), and when you turn to shoot, you can never get cornered when you're unloading. I'll be the first to admit that it isn't the fastest, but it is the most safe
  7. the double stair room doesn't have the space to dodge incoming zombies at all, and they will be coming from every direction. The theater was my original plan (really, I got to 35 so its only been 1 round difference), but you can't do it with more than 1 person. The alley is tight, but you won't encounter any zombies at the tight spaces: the only place you might encounter them is in the stairway leading to the fire trap room if you take too much time shooting, and thats why you always run with the zeus cannon out.
  8. I used to agree with you, but what I've found is that when you fire off the magazines like I outlined with double-tap, if you go up the left staircase the zombies that spawn in the room at the top of the stairs will have already reached the lobby. This means you don't have to try to dodge them in that room itself, where there is significantly less room to move around, and can just juke them on your way through instead of wasting cannon ammo.
  9. Ok, I just got to 39 and simply got tired and sloppy, so I finally went down. But here's a detailed write-up of how to be basically invincible. This works for solo, I hate lock-step strategy for the first 10 rounds online so just go with the flow of the group you are with. Knife only until you have 3,000 points or the end of Round 3 (depending on your confidence). Run upstairs, open the first 2 doors, and buy the MP40. Keep killing until you have another 5,500 (if you're really good/lucky, this can be done before the end of round 5. If not, no real loss). Open the next 2 doors, turn on the power, buy the bowie knife. Knife only until end of Round 9, buying Juggernog and quick revive (in that order) at first opportunity. Play the hell out of the box until you get Thundergun or RPK, switch your secondary for it. DO NOT be happy with the Raygun, HK12, or any other gun. Replace your MP40 with a superior assault rifle, but make sure you get one of those two. If you get the Thundergun before round 10, save up 5,000 points and Pack-a-Punch it right away. If not, keep your RPK (I don't think I've ever gotten to round 10 without either one) and proceed. At Round 10, open all doors on the map and buy doubletap (more on this later). Continue just killing according to whim until round 13, when it turns serious. From this point on, there are exactly 6 places to turn and shoot, otherwise calmly walk forward. Here is a very crudely drawn map: Make sure the teleporter is ready to go at a moment's notice at all times. This is mainly so you don't forget it later; teleport at the beginning of each round (except dogs) and let the zombies group together in the theater. Don't throw grenades at them until at least round 25, because having crawlers around during the grind only gums up your running paths. After teleporting, you begin each round on the pad (point 1). Fire at the incoming wave directly down the hall as soon as you see them using your non-RPK/Zeus Cannon, when they start coming close move to point 2, which is the stairs on your left. Turn around midway up the stairs and unload again with your assault rifle, only 1 clip. Switch to the RPK/Cannon, and sprint passed the box spawn point, but only walk after the threshold of the door (unless you need to juke spawning zombies). Walk through the two rooms, ignoring zombies behind, and blasting through anything that gets directly in your way (I cannot recall needing to blast through more than two zombies in all my rounds combined, since nearly all new zombies will have spawned in the lobby if you only fire back from points 1 and 2). Continue walking to point 3, which is just inside the door to the dressingroom (so there is room to move sideways and back if you need to) and switch back to your assault rifle. Fire 2 or 3 (depending on your confidence, and doubletap is a must to make sure you get out with time to spare) magazines of your assault rifle into the group. Walk backwards while doing this, but never all the way back and make sure you only fire on the zombies until they get to the threshold of the door. There are spawn points behind you, and since this is probably the longest you will be still it is a good idea to make sure you have more than one escape route (meaning able to run to the front of the divider and around the other side of it). If you try to wait too long, there are multiple spawn points at your back, and you will get trapped. This is where I lost two of my Revives and where I finally died. Switch back to your cannon, walk across the stage, up the stairs, through the room, and into the alley. The first firing spot is at the gate to the metal fence (point 4), where you unload a magazine or two at the stream coming down from the stairs you came from. As they approach, fall back to point 5, which is between the dumpster and the box spawn point, and fire one magazine at the wave now coming through the gate. Switch back to the cannon, and this time run to point 6, which is technically in the lobby. From point 6, you can see the pad (if you turn left), and a clear path to the swarm flooding into the room you just came from. Switch back to the assault rifle, and dump another magazine into the pile of flesh. After exactly one magazine, run back to the pad and start the whole thing over. Once you have all four perks, your #1 priority is to make sure you have the zeus cannon. The RPK and its upgraded version will tear through anything in your path (provided you have it doubletapped) for a while, but not forever. The zeus cannon will never fail to give you an escape route. At the end of each round, make a crawler and spin the box until you get what you need. Monkey bombs are basically worthless, because by the time you think to use them it will already be too late. Doubletap is vital because it means that you can unload more lead onto your enemies in a shorter time, and in the very late rounds this makes all the difference. You WILL start to get bored, and unless you burn through ammo, you're going to start taking stupid risks. The points of the map that use exactly one magazine (points 2, 5, and 6) cannot be safely done without doubletap, because you're always going to want to push the boundaries of your magazine and eventually you will be caught off-guard by someone spawning in an odd position. Assault Rifle: I just used whatever the box gave me until I got my cannon (including shotguns and whatever during the early rounds, it doesn't matter all that much if you stick to the route). Later, I used the Skullcrusher, and purchased ammo every time I passed it on the route. I don't see any way to get through this without an upgraded wall gun, because I would go several rounds at a time without a max ammo powerup. Don't rely on powerups unless you absolutely have to. Nuke: never pick it up. It screws up the spawn points of all the zombies. If you do accidentally pick it up, run to the teleporter and go up immediately. Then act as if the round is starting over again. Max Ammo: worth getting, but not necessarily a deal breaker. If you're running low on ammo and you see it, you can blast through with your zeus cannon or ignore it. You're going to be much more tempted if you're using the RPK and ammo is starting to run low, but its very risky. Fire Sale: Totally not worth it. Your loadout shouldn't change at all after round 25 to begin with. Double Points: Not a bad one to go for, its always a good idea to run a buffer. I typically got about 5,300 points per lap, which was enough to replenish ammo with 800 to spare, but sometimes you won't be so lucky. Keep in mind to always keep enough in reserve to buy up all the perks again (8000 points, I think) and an ammo refill. Claymores: Pointless, but don't really have a drawback either. Why not to run up the middle: Running up the middle is common for most routes I've seen, the reason not to do it is simply that there are too many spawn points around it. Zombies are going to spawn at any place you start killing, and the primary advantage of going up the middle is that it gives a nice open shot at a big row. But there are spawns on either side, and several directly behind you, so it is simply not a necessary risk. Good luck and happy hunting.
  10. Why do you need such a lock-step for the first 10 rounds? Those are the easy ones, and the ones with the least points to be had. I think trying so hard to keep everyone in line would just frustrate most teammates (I would play along, but I wouldn't enjoy it), and you're surprisingly light on strategy after round 15, which is when things really start getting interesting. Not saying it isn't a fine plan, with a team who is in sync I think it could be executed beautifully, but with most people I think its a good idea to get to juggernog as quick as possible
  11. I think they'll eventually be released en masse, if only because of popular demand. I'm guessing it will be about $10-15
  12. I was solo doing that, I've got to the upper 20's on LIVE with people who know how to play using a similar (but not quite the same) strategy. I think that if you have 4 players, it would be easiest to split into 2 pairs and do the same thing, moving roughly at the same rate but at opposite ends. This is because one person can always look forward while the other shoots back, and if one person is ever downed, the horde will continue to chase after the survivor and the second team can catch up to revive the downed teammate (if you move quick, you might also be able to catch each other's powerups). You get the maximum spawn somewhere around round 10, I haven't figured out exactly where yet. But the important thing is that only so many zombies will have spawned at any one point; if you don't keep killing, no more will keep coming. Knowing that, its a good idea to always move forward at a pace just ahead of the zombie group, don't always be firing. Kill a bunch, then start moving again until you're reasonably sure the spawning has stopped (this way you won't get hit from behind). The most dangerous spots (I have found) are the first room you open if you choose to go upstairs, and the metal steps near the stage leading to the lobby. So to avoid getting pincer attacked, the best spots to turn around and shoot are 1. The Lobby. Firing from the pad down the hall leading into the alley. Don't fire once you leave the pad, continuing to kill zombies once you start going up the stairs means more are going to spawn behind you and catch you in the bottleneck I mentioned already. 2. Dressing Room. Stop at the 90 degree turn leading to the stage, fire at the straight row coming from the Speed Cola room. This is the easiest point, because it leads to the stage which is an easy place to juke 3. The Alley. Once you go down the stairs AND pass the metal fence (near the AK74), turn and firing at the pile coming from the stage direction leaves you a nice straight line and plenty of room to move if any come from behind. But probably more importantly than that, there are 3 places NOT to turn and shoot: 1. The Lobby Stairs: Once you stop firing from the pad, remember that the room at the top of the stairs is a dangerous bottleneck. If you turn around to keep shooting from the lobby stairs, you're risking more zombies spawning in that room, making it easy to trap you and your team. 2. The Stage: This one is more tricky: you'd think that this would be a great place because of the wide open space to move, and the nice row of zombies coming at you from the dressing room. Not so; killing zombies on the stage is extremely dangerous because it leads to the other bottleneck: the metal stairs. They aren't wide, there are small doorways, and its easy to get stuck on your teammate, let alone spawning zombies. Shooting at the stage means you're more likely to get resistance here, which you don't want. 3. Between Stage and Alley: At the top of those already troublesome metal stairs, there's another short hall giving you a clear sight at the zombies coming up from the stairs. Again, the metal stairs leading down to the alley will start to see traffic from spawning enemies if you stop here, so don't. Just keep moving into the alley. Also, it works best if the groups stop at the same time. This means that you're going to want to slow down if your teammate has a long run and you have a short one, but they are fairly equidistant so that shouldn't be a huge problem. Actually, I'm getting inspired to make a map and guide of this
  13. because dragon's breath are incendiary shotgun shells that exist in real life, there would be no reason to have burning bullets
  14. man-kav, what is the highest round you have gotten to with that strategy? bud, I've gotten to round 32 just running around the stage, but it still has bottlenecks (namely on the side closest to the speed cola room.) If you run around the map, you do the whole "grouping" thing; only pick off a few zombies at a time, and then start running. Or walking, since you don't want to get too far from the pack. But you pick certain spots to turn around and unload, places where you can easily juke zombies coming from your front (my places are the stage, alley, lobby, stairs (also lobby), and the square room with the portraits.
  15. I'll be the first to admit I don't know much at all about FIVE, so I want to see what you guys are up to. Solo: Spend nothing until round 4. At the start, open the first door, go down the elevator. Buy an SMG off the wall (I prefer MPK5), then open up the lower level and both barricades. Once I have 3,500, open the next elevator, turn on the power, and buy nog (also quick revive if I have the points). From this point on I just circle the lower level of the 2nd floor, PACing my MPK-5 when I can and switching to the pistol when the thief comes (I've managed to kill him every time with this method), using the box at the end of rounds if I manage to save a crawler. Since there's no thundergun to clear the way in front of me, I have to rely on juking, which means I do get stuck and downed because of it. Ray gun did not suffice, a pac'd machine gun did a better job (cold gun sucks, the slowed down zombies just means that they don't follow at full speed and you get surrounded faster). Highest round: 20 Multiplayer: don't think I've ever tried
  16. an ak-47 with a flamethrower wouldn't be a wunderweapon, if there's an AK on a wall or in the box, you would prolly get the flamethrower as the random attachment when you pap it. Doesn't another weapon already have the masterkey? The AUG I think (when pap'd), so I don't think they'd do the same thing for a different gun
  17. up to 20 solo
  18. a bit of a disclaimer on that: it works best when the dogs come at round 6. If they come at 4/5, you might not have enough to get through the door (especially if the box is in the 1st half of the level, your teammates won't be opening doors). So if dogs come and you haven't gotten it yet, its not a bad idea to invest in the mp40. Not all bad, since rounds 4/5 would have fewer zombies than round 6 anyway. Since the bowie knife will give you twice the points for each kill until you can't use it anymore, just 7 or so additional kills will have paid for the gun (and you can continue to get knife kills until round 14 if you just shoot the zombies once or twice before hand, gas zombies go down with 1 bowie knife until round 13 instead of 10).
  19. the DG-2 was made my Richtoffen, I don't think he's russian
  20. a cosmodrome disguised as a lighthouse!
  21. I got to 16 solo, but the narrow passageway on the north side of the rocket (the hall with doubletap and the AK 47) has that weird zig zag the same place it starts getting dark. I finally got caught on the lip shooting backwards and was overrun. The box looked like it had a bunch of weapons that weren't in FIVE or kino, but I got the bear after 3 spins and didn't get back to it before I died.
  22. what do you get the claymores for?
  23. if you look at the intel, you see that Richtoffen gets crazier and crazier as the experiments of the group progress (I don't think he was initially so crazy). The "effects" could be anything from going insane to having your insides moved outside (as suggested by intel on early tests of the teleporter) to becoming a zombie. But nothing I've seen suggests that exposure to the element itself would turn one into a zombie, only that it would reanimate dead flesh. So if Richtoffen died at some other point, his exposure to the element would zombify him (and he could have teleported from any point to the past, so no need to worry about that). There would be no reason to not include the 4 in the new map packs, other than wanting to use a whole different bunch. It could be a group of random scientists, but really I don't see any reason to introduce a bunch of people that we don't know at this point (which is why the guy who isn't kennedy/nixon/castro sucks so much).
  24. I got to 15 or 16 (can't remember) last night, I ran around the lower circle of the 2nd floor which seems to work way better than I thought (will try again tonight). I had a pap'd m16 and a regular stakeout. Although I'll be honest, I never found the box, speed cola, or double tap (don't use that one, so no loss). I'm a complete noob on that map, only reason I found pack a punch is because I kept running around the second floor and activated a switch by mistake (and all the others were along my route)
  25. I'm sure you guys play more than anybody, so I want to check my attack plan against what you've come up with. Solo: Stay in the 1st room until I have 3000 points, head upstairs and buy MP40. Wait until I have 5000 points, then head to the stage, turn on power, and buy 'nog. When mp40 runs low on ammo, replace pistol with M16. Save 5000 points, pap to skullcrusher. Use all extra points on box until 3rd wave of dogs, hopefully getting zeuscannon. After 3rd dogs, open all other doors on the map, now walk around the map counter-clockwise, juking zombies until max spawn. Then turn around and unload a clip (skullcrusher), turn around and keep walking/juking new zombies. Buy quick revive and speed cola and leisure, one spin on the box every time I pass it until I get Thundergun and monkey bombs. By the late 20's, I will have to buy more ammo for the skullcrusher every time I pass it on the wall (which is why I use it, refreshing ammo). When walking forward, I keep the Zeus Cannon out (prevent getting trapped) and unload a clip or 2 (if I have speed cola) when I turn around at certain points (when I can't get stuck), repeat until the end of the round. At the start of a new round, I usually like to teleport to pap room, so I get a max spawn in the theater (shoot maybe 2 grenades from launcher on skullcrusher), and wait for them to rush into the lobby after me. Then go back to counterclockwise pattern. Max round: 35 Online: Stay in the 1st room until dogs or someone else opens the 1st door. Buy nothing except door open until power on, then buy bowie knife (round 5 or 6). Knife only until round 10 (or 11, depending on team), buy nog at 1st opportunity. Rounds 8-9 are spent exclusively on box, hoping for thundergun/monkey bombs, round 10 replace pistol with m16. After 3rd dogs, same pattern as single player, works best when group is either at exact opposite sides of the map moving at roughly the same rate, or if everyone is together (1 guy watching front, 3 firing behind). Max round: 27
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